Wednesday, October 9, 2024
Retrospective: Dark Sun
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Wednesday, October 2, 2024
Mind Over Matter
Retrospective: The Complete Psionics Handbook
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Tuesday, May 21, 2024
Polyhedron: Issue #27
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Tuesday, May 7, 2024
Polyhedron: Issue #25
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Wednesday, December 6, 2023
Polyhedron: Issue #13
Issue #13 of Polyhedron (August 1983) is dubbed a "special issue," because, in the words of its editor, Mary Kirchoff, more "strictly gaming aid articles." What that means is that, unlike previous issues, this one includes no RPGA ephemera, only articles for use with TSR's various roleplaying games. This is precisely what I'd hoped to see in the pages of Polyhedron when I first started to subscribe to it. Alas, the 'zine would return to its earlier form with issue #14, but I nevertheless enjoyed this one, singular though it was.
The letters page contains two letters of note. One asks about the possibility of a D&D movie, while the other questions why Deities & Demigods includes "fighting abilities and statistics" for the gods described therein. Here's the response regarding a D&D movie:
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Tuesday, June 27, 2023
White Dwarf: Issue #79
This issue marks the first one featuring Paul Cockburn as editor. His inaugural editorial mentions that there will be still more changes in store for the magazine, though these will "come in bit by bit." Cockburn also notes that Citadel Miniatures would, from this point on, include "a small warning, intended to prevent figures being sold to that part of the public who might actually be harmed by lead content." He elaborates that there had recently been a Citadel ad in a magazine "aimed at a very young audience," which necessitated this warning. Maybe I'm just old and contrarian, but I felt a slight pang of sadness upon reading this. By 1986, the Old Days (and Old Ways) were already fading ...
"Open Box" takes a look at two related Palladium products, Teenage Mutant Ninja Turtles and Other Strangeness and its post-apocalyptic supplement, After the Bomb. Both products are positively reviewed, but the reviewer, Marcus L. Rowland, expresses a preference for the "present day setting of the original game," which he feels offers "more opportunities for plot development and diversity." Also reviewed is Secret Wars II for Marvel Super Heroes, which is judged "an awful lot better than Secret Wars I." Never having seen the original, it's not clear to me whether this is faint praise or not. Two Chaosium releases, Black Sword (for Stormbringer) and Terror from the Stars (for Call of Cthulhu) get positive reviews, as does West End's Ghostbusters. Acute Paranoia, a supplement for (naturally) Paranoia earns a more middling appraisal, largely due to its "disappointing" mini-scenarios.
"Where and Back Again" by Graham Staplehurst is one of the aforementioned bright spots of this issue. Dedicated to "Starting a Middle-earth Campaign," the article lays out all the decisions a referee looking to run a RPG campaign set in Tolkien's world must make. Staplehurst covers subjects like "style" (i.e. campaign frame), rules, and even source material. He also raises the question of how closely one might wish to hew to Middle-earth as described by the good professor and the consequences for choosing to deviate from that particular vision. It's a solid, thoughtful article on a topic that has long interested – and vexed – me.
Dave Langford's "Critical Mass" has only rarely been something I've enjoyed and this issue's installment does little to change my mind. More enjoyable (to me anyway) is his second contribution to the issue, an odd little article entitled "Play It Again, Frodo." Ostensibly, Langford's assignment is to demonstrate "how closely role-playing and literature are entwined" in order to help readers convince their "serious" friends that gaming isn't a silly hobby. He attempts to do this through a series of vignettes based around famous books or movies – Star Wars, Indiana Jones, Conan, The Lord of the Rings, etc. – where he postulates that events go other (and humorously) than how they do in the originals. The idea here is that roleplaying allows to do things "your way" rather than being bound by the dictates of an omnipotent author.
"20-20 Vision" by Alex Stewart reviews science fiction and fantasy movies. The bulk of this issue's column is devoted to the film, Highlander, in which "a medieval Scottish warrior with a French accent" is befriended by "Sean Connery's Glaswegian conquistador." Stewart calls the movie "a stylish, raucous and utterly preposterous D&D scenario transplanted bodily into contemporary New York." That's probably the most succinct (and amusing) way I've heard Highlander described and it does a good job, I think, of capturing the essence of its cheesy glory.
"All in the Mind" by Steven Palmer offers an alternate psionics system for use for AD&D. Palmer's system interests me for its relative simplicity – the article is only four pages long, as well as for its more flavorful elements. For example, there's a discussion of the heritability of psionic powers, as well as the inherent connection between twins. Neither of these elements plays a major role in his system, but the fact that they're mentioned at all is in stark contrast to the dreary, tedious treatment of psionics in the Players Handbook.
"Ghost Jackal Kill" by Graeme Davis is a Call of Cthulhu scenario that's presented as a prequel to The Statue of the Sorcerer, a Games Workshop CoC adventure. The scenario is set in San Francisco and involves not only the Hounds of Tindalos, one my favorite type of Mythos entities. It also features real-world historical figures, specifically the actress Theda Bara and writer Dashiell Hammett. Normally, I tend to be leery of the inclusion of such people in RPG adventures, but, in this case, I think it works, particularly Hammett, who did actually work as a detective for the Pinkertons and drew on those experiences for his fiction. In any case, it's a good, short scenario and another of the issue's stand-outs in my opinion.
"Think About It" by Phil Masters examines the purpose and use of the Intelligence score (or its equivalent) in roleplaying games. Because it's an overview of a large topic, it's necessarily brief in its examination, but it does a good job, I think, of presenting different options and approaches to handling Intelligence in RPGs. "'Eavy Metal" provides tips on converting miniature figures, along with some nice color photographs.
"Psi-Judges" by Carl Sargent – a name that would feature prominently on the covers of many RPG products throughout the late '80s and into the 1990s – is an expansion of Judge Dredd: The Roleplaying Game focused on, of course, psi-judges. Interestingly, it's equal parts a rules expansion and a roleplaying expansion. There's information on how to play a psi-judge in the game, alongside discussions of game balance and other matters. "Gobbledigook" and "Thrud the Barbarian" are still here, but I can't deny that I miss the presence of "The Travellers." The comic's absence really hits home to me just how much White Dwarf has changed from the days when I read (and enjoyed) it regularly.
One more week!
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Tuesday, November 1, 2022
Secrets of sha-Arthan: Adept
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An adept by Zhu Bajie |
Maximum Level: 14
Armor: Light or medium armor, no shields
Weapons: Any
Languages: Janeksa
Combat
Disciplines
- Clairvoyance: An adept can see through or into opaque or solid material within 30’ for up to 1 turn per level.
- Control Self: An adept exerts psychic control of her own body for 1 turn per level, during which time she can suspend normal bodily functions (stop or slow heartbeat, respiration, etc.) without a detriment to normal physical or mental performance; gain total recall of memory; or perform minor feats of strength, agility, and/or mental prowess. The referee has final say on the effects of these feats.
- ESP: By concentrating for 1 round, an adept can perceive and understand the thoughts of living creatures within 60’ for 1 turn per level. A target detects the adept’s use of this discipline with a successful WIL check. An unwilling target may make a mental attack save to resist. While reading thoughts, the adept may move but cannot attack.
- Fear: An adept can cause a target within 120’ to flee for 1 turn per level, unless it successfully makes a mental attack save.
- Healing Trance: By meditating intensely for 1 turn, during which time she is insensate and unable even to defend herself, the adept can heal herself 1d6+1 hit points per use. At 6th level, the trance heals 2d6+2 hit points per use. Alternately, the trance may be used to grant a +4 fortitude save bonus against one poison or disease per use.
- Illusion: An adept can create a visual illusion of her choosing so long as she concentrates. Within a range of 120’, an adept can animate an illusion within a 6’ cube +1’ per level. Targets who succeed at a mental attack save recognize the illusion for what it is. Illusory enemies have DR 10 and vanish if successfully struck. Damage dealt by such enemies is not real. A character who appears to die actually falls unconscious, a character petrified is paralyzed, and so on. Such effects last 1d4 turns.
- Mind Shield: An adept can shield her mind for 1 turn per level, granting her a +4 bonus to any saving throws against mental attacks of any kind for its duration. This discipline requires little concentration, so the adept is free to attack or use other disciplines while it is in effect.
- Mind Blast: An adept directs a blast of psychic energy at a target within 60’, dealing damage equal to 2d6 + 1 per level of the adept. A successful mental attack save halves the damage.
- Psychometry: The adept sees into the past of whatever single object she touches, understanding its function purpose, origins, and who has touched it in the last 10 years per level.
- Suggestion: An adept’s words take on a supernatural potency. Up to one HD of persons per level of the adept must make a successful mental attack save or follow her suggestion for 1 round per level of the adept. (If the suggestion would endanger a subject, that subject automatically saves). This discipline is language-dependent and may be used in conjunction with telepathy. The subject is unaware of the manipulation, but, after its duration, he realizes he has been psychically influenced. Suggestion may only be used once per turn against the same subject.
- Telekinesis: An adept can move solid objects with a remote psychic “hand.” The remote hand can be projected to a range of 20’ + 5’ per level and lasts for 3 rounds per level. The amount of weight manipulated is equal to 3 +1 per level VIG (see Encumbrance). Movement speed is 10’ per round per level.
- Telepathy: An adept can establish bidirectional mental communication with one other living intelligent creature within 90’ for 1 turn per level. Every four levels, the adept can add another such creature to her mental communication. The creature need not share a language with the adept. Communication is limited to conscious thoughts but can include visual, auditory, tactile, and olfactory components.
Frequency of Use
Twice per day per level, an adept may use any combination of the disciplines she has developed. For example, a 2nd-level adept has developed three disciplines and may use any combination of them four times per day in total. For example, the adept could use ESP and suggestion once each and telepathy twice or ESP twice and suggestion and telepathy each once, or in any other combination.Using Disciplines
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Tuesday, December 20, 2011
The Articles of Dragon: "And Now, The Psionicist"
This unsuitability of the psionics rules was widely acknowledged by nearly every gamer I knew back in the day. Consequently, many of us greeted issue #78 of Dragon (October 1983) with some pleasure, as it was largely devoted to psionics and its problems. Of the articles in that issue my hands-down favorite was "And now, the psionicist" by Arthur Collins. Collins was one of those authors, like Roger E. Moore and Ed Greenwood, whose stuff was always good. He wasn't as prolific as Moore or Greenwood, but he never failed to impress me. Indeed, if I were to be completely honest, I think Arthur Collins was my favorite old school Dragon writer and "And now, the psionicist" reveals part of why I think so.
The article takes the then-bold step of introducing a new character class -- the psionicist of the title -- as a way to make the psionics rules both workable and enjoyable. More than that, though, Collins also does something even more remarkable: he makes the AD&D psionics rules intelligible. He does this through his explanation of the psionicist's class abilities, such as its acquisition of attack and defense modes and psionic disciplines. It's a small thing, really, but it had a profound effect on me as a younger person. For the first time, I began to feel as if I understood how psionics was supposed to work. Likewise, the notion of making psionics the purview of a unique class rather than an add-on to existing classes was a revelation to me. It made so much sense that I couldn't believe no one had thought of it before. (Someone had, of course -- Steve Marsh -- but their version of psionics never made it into OD&D as written).
"And now, the psionicist" is fairly typical of Collins's work. Rather than wholly rewrite AD&D, he instead clarifies and expands upon the rules as written, in the process making the original rules both understandable and stronger. It's a talent all the best Dragon writers had in those days, but Collins, in my opinion, made it into a high art. Moreso than any other writer, he showed me that, strangely organized and presented as it was, AD&D's rules weren't wholly arbitrary; indeed, they often made sense if you actually took the time to look at them objectively and think about the logic behind them. The proper attitude when encountering a rule that seems "broken" is to step back and consider it carefully before deciding to excise it from the game. That's an attitude that has stuck with me after all these years and one I continue to recommend to others.
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Saturday, December 10, 2011
Telekinetic Shield
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©2010 Jacob Walker |
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Wednesday, October 19, 2011
Retrospective: Psi World
A good case in point is Psi World, which came out in 1984. Subtitled the "Role Playing Game of Psionic Powers," Psi World was written by Del and Cheron Carr and "takes place in our world, the Earth, in the not too distant future." It postulates that sometime in the next 10 to 50 years, a minority of the world's population manifests psionic abilities and whose existence has thrown society into turmoil. The game assumes either that the psionically gifted are hated and oppressed by the government or that the psionically gifted are attempting to use their powers to manipulate society to their own ends -- or something in between.
The game thus seems to have been intended as a platform for exploring a number of social and political issues -- exactly the kind of "serious" subject matter I associated with FGU back in those days. Of course, Psi World contains next to no guidance to the referee on how to use these issues to generate adventures. The bulk of the game's short rulebook is devoted character generation, combat, and psionics. Its world building chapter is a joke, devoting the bulk of its scant pages to sample prices for goods and services. The sample adventure included in the boxed set does little to rectify this oversight, concentrating as it does on fairly low-key events that don't provide much more meat for the referee (or players) to chew on.
Needless to say, this was a huge disappointment to me. I very much like the idea of a game focusing not just on psionic powers but on the various "What if?" scenarios that might arise in the face of their appearance. Unfortunately, Psi World isn't that game. Instead, it's a pretty bland skill-based FGU game that offers little that I couldn't cobble together myself from games I already own. That was even the case in 1984, when I was a lot less experienced at kit-bashing rules and there were a lot fewer rulesets from which to choose. Looking back, I find myself wondering why Psi World was published, since it offers very little that's original or distinctive. Even its psionics rules, which ought to be the game's crown jewels, aren't particularly noteworthy, which may be Psi World's greatest disappointment.
Saturday, August 27, 2011
American Gothic
According to Sandy Petersen:
Steve is an old friend of mine, and he did in fact help germinate the American Gothic idea (the name was his idea, for instance). Another pal of mine, Marc Hutchison, was involved from the start. Steve wrote up a treatment basing it largely on D&D...The PDF document, which you can download here, is short but fascinating, particularly since it was written in May 1977 and uses OD&D/Chainmail terminology in places (such as the fighting capability of the "Mycenean Thought Crafters" class). Reading through it, you can see a number of things that call to mind the lost version of psionics that Steve Marsh created that was later reworked for inclusion into Eldritch Wizardry. It's well worth taking a look at this if you have any interest in the development of the games and ideas of the hobby.
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Thursday, May 19, 2011
Seeking Suggestions
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Saturday, August 7, 2010
OD&D Psionic Limitations
It's also noted (in bold text, no less) that
Monks & Druids do not have psychic potential, they are therefore prohibited from becoming psychics.Again, I can see limiting psionics to certain classes but a universal prohibition does raise questions. For example, of all the classes available in OD&D, the monk strikes me as the one that's most compatible with the notion of psionics. Indeed, many of the class's abilities strike me as conceivably psionic in nature. So why the prohibition? And why are druids unable to be psionic while clerics can? It's an oddly specific ruling. No mention is made of paladins (who, presumably, count as fighting men) or assassins, nor of classes from The Strategic Review, even though rangers at least are referenced elsewhere in Eldritch Wizardry.
Needless to say, OD&D psionics are a lot more "quirky" than even their AD&D counterparts, which is saying something. Right now, I'm trying to figure out if there's any discernible logic behind these quirks or if they're just things that are. Regardless, I'm having a lot of fun plowing through this stuff.
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Friday, August 6, 2010
Open Friday: Psionics Use
This is a question for people who actually liked and used psionics in their D&D campaigns, not those who didn't use them, didn't like them, or thought they had no place in a fantasy setting: did you use the psionics rules as written (either in Supplement III or the PHB) or did you modify/house rule them or use a variant of them from some other source?
The psionics rules are notoriously difficult to get a handle on, after all, and, when I used them back in the day, I know I wasn't using them "as intended." I'm wondering how common my experience was and it's that that I'd like to hear about today.
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Thursday, August 5, 2010
Gygax on "Psionics"
More amusingly, though, is this passage in Mythus Magick, where Gygax discusses psionics:
The term "Psionics" should be followed by "(sic)" in most works dealing with roleplaying game rules, for it is typically misused. (A good indicator of how well the authors have researched their work, and how little the publisher knows about it, too!). Psionics means "electronically enhanced psychic, or psychogenic, ability." It is as simple as that.As it turns out, Gary was correct on the term "psionics," the coinage often being attributed to the famed science fiction pioneer John W. Campbell and meaning just what Gygax says it does. However, this passage makes me laugh because, of course, D&D probably played as big a role in spreading this misuse as anything else (first appearing in a book Gygax co-write and being adopted in another for which he has the sole byline). It's also funny because Mythus Magick was published by GDW, a company whose own signature game line, Traveller, though based on classic sci-fi, nevertheless uses "psionics" to mean psychic powers.
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OD&D Psionic Balance
Fighting men:
for every ability they gain they must lose the service of 1 of their followers, and for every four abilities gained 1 point of strength is permanently lost.Magic-Users:
for with each psionic ability gained the magic-user will lose the ability to remember a spell. That is, with gaining of the first ability the magic-user will be able to use one less 1st level spell, when the second ability is gained he will lose two additional spell levels (i.e. two 1st level spells or one 2nd level spell), and so on. At no time may the magic-user remember more high level spells than low level ones, and if he is able to use 6th level spells, for example, and he selects one, he must be able to remember at least one spell of each of the other five levels.Clerics:
for every psionic ability gained the cleric will lose two of his other advantages. First, he will lose one spell, exactly the same as a magic-user loses spell ability. Second, the cleric loses the ability to turn away undead monsters as he gains psionic powers, so that for each psionic ability gained the cleric ranks a level lower in the ability to turn undead. Thus, a 10th level cleric with four psionic abilities would have a loss of 10 spell levels and turn undead as a 6tyh level cleric.Thieves:
In addition to the penalties noted for fighting men, however, thieves also lose 1 point of dexterity for each four psionic abilities gained.Say what you will about the efficacy of these proposed balancing factors but they're actually quite interesting. For example, psionic ability would seem to be at odds with magic, since an increase in psionic potency is met with a concomitant decrease in magical potency. Psionic ability also somehow weakens the physical body, as evidenced by the loss of Strength and Dexterity by fighting men and thieves (There's also the implication that thieves are a sub-class of fighters but that's a different topic). Finally, there's the decrease in a cleric's ability to turn the undead the more psionically powerfully he becomes. What's up with that?
Again, I'm not certain that these penalties for possessing psionics make up for the benefits gained, but there's no question that they're very suggestive about the metaphysics behind psionics. With the exception of the undead aspect, there's even a certain logic to it all (and there may even be with the undead, though I haven't yet figured it out). Any new psionics system would be wise, I think, to look to Supplement III for inspiration, even if using different details. I like psionics to feel odd and alien and somehow contrary to the ordinary rules of the D&D world. That's part of what makes them compelling to me and why I think they deserve their own mechanics, distinct from those of spellcasting.
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Monday, August 2, 2010
Thinking 'bout Psionics
My own renewed interest in psionics is twofold. First, ever since my stillborn attempt to produce an old school psionics system for use with the retro-clones, I've thought that I ought to revisit the topic from a slightly different angle. Second, without revealing too much to my players, I think there's definitely a place for psionics in my Dwimmermount campaign. Indeed, over the last few sessions, I've found myself thinking that I really need to come up with a psionics system that "feels right," so that I won't miss the opportunity to introduce it into the campaign when the moment arises.
So far, though, I don't have any new insights into the topic and so I'm left more or less where I was last time. I remain committed to using Eldritch Wizardry's system as a starting point, because, to me anyway, that funky system has a great deal of flavor that I want to preserve. Figuring out a way to preserve that flavor and create something that's, well, actually playable and isn't a bookkeeping nightmare. Beyond that, I am not yet sure how to proceed, but it's something I am cogitating upon a lot these days, so don't be surprised if you see a bunch of psionics posts here over the next couple of weeks.
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Monday, February 15, 2010
REVIEW: Old-School Psionics
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Unlike AD&D psionics, which was intended primarily as an adjunct to the existing class system, Rice instead presents psionics as the domain of a new character class called the mentalist. There are provisions for "wild talents," which is to say, psionic members of other classes but they're supposed to be exceedingly rare and their aptitude with psychic abilities is decidedly lesser. Again, this is a good decision and reminds me of the psionicist class created by Arthur Collins and appearing in issue 78 of Dragon, one of my favorite articles from the magazine back in the day and one I used extensively as the basis for a psionics-based AD&D campaign.
Where Collins's class was tied into the existing AD&D psionics system (albeit with modifications), Rice's mentalist is its own creature, being somewhat like an illusionist who wields psychic abilities instead of spells. These abilities are divided into four disciplines, with the mentalist acquiring greater access to them as he advances in levels. Psychic abilities are cast not from slots but through the expenditure of psionic strength points, the mentalist's pool of which increases with level. The class also gains a few other level-dependent abilities, such as crafting psychic items and traveling to the astral and other planes. As with the previously-reviewed alchemist class, I would quibble with any level-based ability being placed at 20th level, which makes it even less likely to be obtained than mighty spells such as wish, but that may be a matter of taste.
Each of the psionic disciplines has seven levels of abilities, with 3 or 4 such abilities per level. The result is a very tight collection of powers rather than the usual cornucopia I associate with AD&D spells. In this respect, the abilities more closely resemble AD&D psionic powers and their fewer number helps lend a different flavor to them compared to standard magic. They likewise seem to be well matched against magic, being somewhat more potent individually but balanced by the fact that they can be used more rarely, given the number of psionic strength points needed to do so.
Old-School Psionics also includes a number of psionic monsters, many of them old favorites, such as the aboleth, brain mole, and intellect devourer, as well as "new" ones that reinvent D&D favorites that WotC did not include in the D20 SRD. These are all nicely presented and tie into the new psionics system so that they can be used to their full potential. Rounding out the 22-page PDF is an overview of the Nexus Campaign, an extraplanar setting based around the city of Nexus where one can find portals to infinite worlds and whose governance is in the tentacles of the mysterious Unseen Masters, an ancient psionic race.
Retailing for $3.00, Old-School Psionics is well worth picking up, if only for inspiration in constructing one's own psionics system for AD&D, OSRIC, or another retro-clone. The system Rice presents is easy to use and flavorful, feeling sufficiently different from "ordinary" magic that including it in one's campaign would bring something genuinely new to it. That said, I was disappointed that Old-School Psionics does not include a psionic combat system, which was the part of AD&D's psionics rules that were perhaps the most unintelligible -- and the ones I most wanted to find some way to use. As someone who attempted to make sense of it myself, I am deeply sympathetic to Rice's decision to avoid it, but I nevertheless had hoped that a product calling itself Old-School Psionics would have included it. Secondly, unless I somehow missed it (which is possible), there is no discussion of how psionic strength points are regained after being used by a mentalist.
In the end, though, these are quibbles. Old-School Psionics is a solid product and one I'm glad to own. It's a good example of the kind of mechanical material I'd like to see more of: presenting simple but still flavorful rules for subjects that aren't covered in existing retro-clones and simulacra. Here's hoping we'll see a future expansion that tackles psionic combat.
Presentation: 7 out of 10
Creativity: 8 out of 10
Utility: 6 out of 10
Get This If: You're looking for a straightforward way to add psionic abilities to your D&D game.
Don't Get This If: You somehow understand the original AD&D psionics rules or don't think mental powers belong in a fantasy game.
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Saturday, March 21, 2009
S&W Psionics, Part II
I'm also toying with changing the number of power points available by level, since, as written now, psionic combat would be difficult for low-level characters to engage in for very long. That's by design, but I do worry it might be too hard as written. Once again, comments and suggestions are welcomed and encouraged.
The material in the quote box below is hereby designated Open Game Content via the Open Game License.
Psionic Combat
In addition to employing psionic powers (see below), psionic creatures can also engage in psionic combat with one another through the use of psionic attack and defense modes. Psionic combat functions similarly to melee and missile combat, with an attack roll made against a target's psionic armor class (PAC). If successful, attacks deal damage that reduce the target's current psionic power points, just as melee and missile attacks reduce the target's hit points. If psionic power points are reduced to zero, the psionic creature may no longer use psionic attack/defense modes or psionic powers. Such defenseless psionic creatures are even more susceptible to psionic attacks than are non-psionic creatures, as noted below.
Psionic Attack and Defense
All creatures, psionic and non-psionic alike, have a base psionic armor classs of 9. The creature's Wisdom bonus (if any) affects the PAC. Psionic attacks are treated as if made by a first-level character, meaning that a roll of 10 or more on 1D20 is necessary to succeed against PAC 9, adjusted by the character's Intelligence modifier (if any). A character's Charisma modifier may apply either to PAC or the attack roll, at the discretion of the player. The modifier may be shifted between the two on a combat-by-combat basis, but not within a single combat.
Like melee and missile combat, creatures engaged in psionic combat must select “weapons” and “armor” for the occasion. Each round, players must choose an attack mode and/or a defense mode from among those available to their characters, provided they can pay the power point cost for using them. Power points are expended before the attack or defense is used, regardless of whether they prove successful. However, once activated, they may be maintained without any cost for the duration of the psionic combat. Activating a different attack or defense mode, however, requires the expenditure of power points, as does re-activating modes formerly maintained.
Some attacks are more effective against certain defenses than are others. The following chart shows the bonus or penalty to the psionic combat attack roll.
Empty Mind Intellect Fortress Mental Barrier Thought Shield Tower of Iron Will Mind Thrust -3 6 1 4 5 Ego Whip 1 -2 -1 -3 3 Id Insinuation -2 1 -4 -1 0 Psychic Crush -5 4 3 2 -3 Mind Blast 3 0 -3 -2 -1
All psionic attack modes suffer a -8 attack penalty against non-psionic creatures, except for mind blast, which gains a +4 bonus. Conversely, all attack modes gain a +8 attack bonus against psionic creatures who no longer possess any power points.
Attack and Defense Modes
Unless otherwise stated, all attack and defense modes affect only a single creature at a time. Likewise, a psionic creature can always raise a defense mode as a reaction in response to a psionic attack mode, even if he or she has already acted in the round, unless the creature no longer possesses any power points. Such a reaction requires the expenditure of power points, as usual, however.
Ego Whip
Attack Mode
Range: 8ft
Duration: Immediate
Power Point Cost: 3
An ego whip targets the “I” or self and, overwhelming it with negative or vicious feelings that inhibit its ability to function properly. As such, this attack mode is only usable against a sentient being. A successful use of an ego whip deals 1d6 points of power point damage to a psionic target, while non-psionic creatures are stunned for 1d4 rounds.
Empty Mind
Defense Mode
Range: Self
Duration: Immediate
Power Point Cost: 1
This defense mode induces a low-level meditative trance in which the mind of the creature using it becomes less distinct from the world around it.
Id Insinuation
Attack Mode
Range: 120ft
Duration: Immediate
Power Point Cost: 3
Id insinuation attacks a target's basest instincts, freeing them temporarily from the control of his or her higher psyche in order to induce confusion. A successful use of this attack mode deals 1d8 points of power point damage to a psionic creature, while non-psionic creatures are stunned for 1d6 rounds.
Intellect Fortress
Defense Mode
Range: Self
Duration: Immediate
Power Point Cost: 5
This defense mode summons the strength of the higher psyche to create a powerful bulwark against psychic attack.
Mental Barrier
Defense Mode
Range: Self
Duration: Immediate
Power Point Cost: 3
This defense mode draws on innocuous, repetitive thoughts to shield the mind against unwanted intrusions.
Mind Blast
Attack Mode
Range: 40ft.
Duration: Immediate
Power Point Cost: 9
This attack mode blasts the minds of all creatures in a 40-foot cone with mental energy, dealing 1D12 points of power point damage to a psionic creature. A non-psionic creature is more susceptible to mind blast than to other psionic attack modes. On a failed saving throw, a non-psionic creature is stunned for 3d4 rounds.
Mind Thrust
Attack Mode
Range: 60ft
Duration: Immediate
Power Point Cost: 1
This attack mode shapes mental energy into a “psychic blade” with which to “stab” the mind of the target. This deals 1d4 points of power point damage to a psionic creature, while non-psionic creatures are stunned for 1 round.
Psychic Crush
Attack Mode
Range: 25ft.
Duration: Immediate
Power Point Cost: 5
This attack mode uses neural impulses to assault the target's mind, thereby rendering mental activity more difficult. A successful attack deals 1D10 points of power point damage to a psionic creature, while a non-psionic creature is stunned for 2d4 rounds.
Thought Shield
Defense Mode
Range: Self
Duration: Immediate
Power Point Cost: 1
This defense uses ephemeral, surface thoughts to protect the mind from attack.
Tower of Iron Will
Defense Mode
Range: Self
Duration: Immediate
Power Point Cost: 5
This defense mode harnesses a creature's determination and mental resilience to fashion a psychic barrier so powerful that it can protect other creatures, psionic or not, within a 10-foot radius around the user, who gain the full benefits of this defense mode as if they were using it themselves.
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